I am trying to write a CodeRush plugin that works similar to the XML Doc Comment Painter.
My plugin, which uses a TileVisual adornment, works fine for decorating comments in C# files, but does not work for comments in F# files.
How can I specify that my plugin should be enabled for F# files?
Have you checked this thread? One of the guys there suggests that
CodeRush is working in F# editor. At least some code assistance and
code templates. But code templates are not defined yet (you have to
create your own).
If you need help with your own plugin, I think you should better contact Devexpress support.
F# language is not supported at the moment, unfortunately. So, you can not enable the plug-in for this language.
Related
I am totally new to creating extensions in VS Code, and all the official examples of extensions are written in Typescript/Javascript, which I have no experience with. Is it possible to create VS Code extensions in other languages, such as Python or C++?
If so, could anyone point me to any resources to get me started?
It is possible by creating a C++ module for Node.js, which can then be loaded like any other node module. Of course, some glue code written in JS or TS is necessary to register the extension and translate calls to/from vscode.
I've gone this way in my ANTLR4 extension, but gave up eventually, because of the troubles I had due to incompatible dependencies (you have to make sure the extension uses the exact same V8 version, which was used to build the underlying Node.js used by vscode, on all supported platforms).
This situation might have change, I don't know, but with that in the background I don't recommend it.
If you want to add support for a new language in vscode you can also write a separate language server, as is mentioned in the linked SO answer. For other type of work, I'm afraid, you have no alternative to use.
No, as #rioV8 said, since VSCode is an electron app and runs on Javascript.
I'm getting into Unity, and wondering if I can use F# instead of C#, simply because I prefer the syntax. I'm guessing not, since the environment it runs on is very different, but maybe there's something that will cross-compile code or something else I'm not thinking of.
I can't help but get the impression that the other answers were written by people who do not really know what they are talking about.
This is what you need to do to use F# in a Unity project:
Create an F# project that compiles into a dll. Have it build into the assets folder of a Unity project.
Add references to UnityEngine.dll and/or UnityEditor.dll. Change the reference properties so the dlls aren't copied to the build folder.
Of course you can't create new F# classes from within the Unity editor this way, but you can assign the ones you wrote in F#.
Currently you need to enable the (experimental) support for .NET-version 4.5. Alternatively you can download an older version of the FSharp.Core.dll that supports .NET 3.5. (see here).
I can't guarantee that you won't run into trouble because of compatibility issues with the FSharp.Core.dll, but that's just a guess since I haven't tested it myself.
I had success doing this sometime back by following this Github project: https://github.com/eriksvedang/FSharp-Unity, which I believe is roughly the same as Lars Kokemohr's answer above. I haven't tested it in more recent versions of Unity/Mono however.
Yes you can use F# as first class language as C# in unity.
Here is an article about it link
an excellent blog for One who want to use F# in unity
if you want to use F# as second class which I recommend.
let me show how to do it.
Usually what I do is to create Game Domain in F# in .net standard
2.0 library project build it.
Make unity API Compatibility level .net standard 2.0 then
Import library project dll in asset/plugins in Unity
Here is an explanation on how to do it automatically after each build : link
You will get this error, here is the solution
Having said that I recommend not to do any serious work in unity with F# because you won't be able to cross compile to other platforms.
Unity uses IL2cpp and it don't work with F#.
In simple words unity don't support F# and if you are having issues like bugs in Il2cpp unity will not fix it because they don't support F#
There is no easy way to do this but if you REALLY want to make it happen I believe you could use something like fs2cs:
https://github.com/hsharpsoftware/fs2cs
In theory you could write a script that calls fs2cs on all of your Unity C# files. Integrating this with Unity itself would be the more challenging part, but in theory you can trigger fs2cs transpilation on save of your file and Unity can use the transpiled C# file.
Only Boo, C#, and UnityScript are officially supported!
Groovy seems to fix a lot of the things I dislike about Java, and I was wondering if it would be possible to actually write an Eclipse plugin in Groovy instead of Java.
Does anyone know if this is possible, and if so how to go about it?
I've just found a blog entry which says it's not officially supported but is actually possible.
Not yet tested to see if it works, but it seems promising:
Writing Eclipse plugins with Groovy, by Jörn Dinkla
#Peter, I do not think that the blog post you linked to is complete or if it will really work. It is pointing to the old version of Groovy-Eclipse, which is no longer supported and is out of date.
Yes. It is possible to create your own plugins in Groovy.
First, install the Groovy-Eclipse plugin from here:
http://dist.codehaus.org/groovy/distributions/greclipse/snapshot/e3.7/
Then you can create a new plugin project and add the Groovy Nature.
Remove the Groovy Libraries classpath container
Instead, add the org.codehause.groovy as a required bundle
Create your Groovy code as normal
Now, the tricky part is exporting the plugin using PDE. See this blog post for how to do that: http://contraptionsforprogramming.blogspot.com/2010/08/groovy-pde-redux.html
One important thing to note is that you will need at least one Java file in your project for PDE to compile anything, It can be a dummy, empty file (this is a bug that has not yet been fixed).
Rejoice!
As an example, here is the codenarc Eclipse plugin that was written completely in Groovy:
http://sourceforge.net/projects/codenarceclipse/
You can also use JRuby, or Javascript ...
JAM Circle is a great example showing how to make great use of a scripting language in an Eclipse plugin, by allowing the end user to write his own actions and load them at runtime.
There's a proxy-like plugin that allows you to implement the plugin virtually in any language that supports JSR223 (javax.scripting)
I've been using netbeans for a couple of years now, mainly on PHP / CakePHP projects.
Recently I've started using Coldfusion, which isn't directly supported. I've found, however, that if I use PHP as a project type, I can load the files and the HTML Renderer does an admirable job with the Coldfusion tags.
I want to make it better and help the renderer to understand some of the tags and, hopefully, thereby improve code indentation and syntax highlighting.
My question, then, is how can I access the HTML dictionary to extend the vocabulary?
NB: This isn't a 'which IDE' question so don't recommend them. I want to know if and how I can achieve this in NetBeans and only Netbeans.
Here are a few ideas. If you render it in HTML, you could probably add a custom name space to the HTML. If setup correctly it can help NetBeans realize that the tags are valid and shouldn't show as an error. It might not give you all the preview and WYSIWYG functionality, but it may be better than what you are getting now. I have only done this on other platforms, but I'm pretty sure NetBeans supports it.
Also I think that NetBeans will let you add CustomTags doing something like this:
http://wiki.netbeans.org/CustomTagActions
Just to note, in terms of ColdFusion the other alternatives are NotePad++ with the CF plugin and IntelliJ now supports CF.
I really like Eclipse - the number of plugins available (SVN, Javascript, CSS, CodCollab, Flashbuilder etc.) is what makes it indispensable IMHO.
I am, however, looking forward to the new version of CFBuilder.
This answer on the same/similar question suggests that there is nothing out there for ColdFusion on netbeans : NetBeans as an editor for ColdFusion scripts?
If you want to build your own ColdFusion plugin for netbeans you need to look at plugin development; http://platform.netbeans.org/tutorials/60/nbm-google.html You could use the Dictionary project from cfeclipse as a basis for your plugin. See this Google Group thread for a bit more information
I use Eclipse mainly for LSL (linden Scripting language). The plug-in for this language does not provide things like templates or task-tag recognition. Is there any way that these kind of features in LSL-files (or any other generic file/code for that matter) can be used?
Take look at the XText project. If you can define the grammar of LSL there it will generate full Eclipse plugin for it, complete with syntax Highlighting, code Completion, validation and quick Fixes and more.
Another one to try (one i use myself) is LSL Editor
Full Syntax highlighting, code suggest, and even a off world run time environment. plus able to test multiple scripts by building test objects with prims.
Take a Look :)
LSLForge is being actively maintained, and has most of what you describe. If there's something missing, the developer is always looking for new challenges.